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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-10-22 15:09:36 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-10-22 15:09:36 -0400
commited56cb714d7fb76f3c1b9d2f2e7b7627f8accc70 (patch)
treefbdfa324a8734c3926597a146aa029b8bbd335a7 /src/SMAPI/Events
parent99c8dd79406f5099194d72e26085a49939705259 (diff)
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replace input events' e.IsClick with better-designed e.IsActionButton and e.IsUseToolButton
Diffstat (limited to 'src/SMAPI/Events')
-rw-r--r--src/SMAPI/Events/EventArgsInput.cs18
-rw-r--r--src/SMAPI/Events/InputEvents.cs15
2 files changed, 21 insertions, 12 deletions
diff --git a/src/SMAPI/Events/EventArgsInput.cs b/src/SMAPI/Events/EventArgsInput.cs
index 617dac35..ff904675 100644
--- a/src/SMAPI/Events/EventArgsInput.cs
+++ b/src/SMAPI/Events/EventArgsInput.cs
@@ -2,7 +2,6 @@ using System;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
-using StardewModdingAPI.Utilities;
using StardewValley;
namespace StardewModdingAPI.Events
@@ -20,7 +19,14 @@ namespace StardewModdingAPI.Events
public ICursorPosition Cursor { get; set; }
/// <summary>Whether the input is considered a 'click' by the game for enabling action.</summary>
- public bool IsClick { get; }
+ [Obsolete("Use " + nameof(EventArgsInput.IsActionButton) + " or " + nameof(EventArgsInput.IsUseToolButton) + " instead")] // deprecated in SMAPI 2.1
+ public bool IsClick => this.IsActionButton;
+
+ /// <summary>Whether the input should trigger actions on the affected tile.</summary>
+ public bool IsActionButton { get; }
+
+ /// <summary>Whether the input should use tools on the affected tile.</summary>
+ public bool IsUseToolButton { get; }
/*********
@@ -29,12 +35,14 @@ namespace StardewModdingAPI.Events
/// <summary>Construct an instance.</summary>
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
/// <param name="cursor">The cursor position.</param>
- /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param>
- public EventArgsInput(SButton button, ICursorPosition cursor, bool isClick)
+ /// <param name="isActionButton">Whether the input should trigger actions on the affected tile.</param>
+ /// <param name="isUseToolButton">Whether the input should use tools on the affected tile.</param>
+ public EventArgsInput(SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton)
{
this.Button = button;
this.Cursor = cursor;
- this.IsClick = isClick;
+ this.IsActionButton = isActionButton;
+ this.IsUseToolButton = isUseToolButton;
}
/// <summary>Prevent the game from handling the vurrent button press. This doesn't prevent other mods from receiving the event.</summary>
diff --git a/src/SMAPI/Events/InputEvents.cs b/src/SMAPI/Events/InputEvents.cs
index c31eb698..985aed99 100644
--- a/src/SMAPI/Events/InputEvents.cs
+++ b/src/SMAPI/Events/InputEvents.cs
@@ -1,6 +1,5 @@
using System;
using StardewModdingAPI.Framework;
-using StardewModdingAPI.Utilities;
namespace StardewModdingAPI.Events
{
@@ -24,20 +23,22 @@ namespace StardewModdingAPI.Events
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
/// <param name="cursor">The cursor position.</param>
- /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param>
- internal static void InvokeButtonPressed(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick)
+ /// <param name="isActionButton">Whether the input should trigger actions on the affected tile.</param>
+ /// <param name="isUseToolButton">Whether the input should use tools on the affected tile.</param>
+ internal static void InvokeButtonPressed(IMonitor monitor, SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonPressed)}", InputEvents.ButtonPressed?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick));
+ monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonPressed)}", InputEvents.ButtonPressed?.GetInvocationList(), null, new EventArgsInput(button, cursor, isActionButton, isUseToolButton));
}
/// <summary>Raise a <see cref="ButtonReleased"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
/// <param name="cursor">The cursor position.</param>
- /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param>
- internal static void InvokeButtonReleased(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick)
+ /// <param name="isActionButton">Whether the input should trigger actions on the affected tile.</param>
+ /// <param name="isUseToolButton">Whether the input should use tools on the affected tile.</param>
+ internal static void InvokeButtonReleased(IMonitor monitor, SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonReleased)}", InputEvents.ButtonReleased?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick));
+ monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonReleased)}", InputEvents.ButtonReleased?.GetInvocationList(), null, new EventArgsInput(button, cursor, isActionButton, isUseToolButton));
}
}
}